240 lines
5.3 KiB
Plaintext
240 lines
5.3 KiB
Plaintext
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR
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Rotating brush object. Useful for fans, etc.
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-------- KEYS --------
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"targetname" : Name
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"target" : Target when triggered.
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"killtarget" : Target to kill when triggered.
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"speed" : Speed in units per second.
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"dmg" : Damage applied to entity blocking its rotational path.
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-------- SPAWNFLAGS --------
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FR_STARTON : Start on.
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FR_REVERSE : Spin in reverse.
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FR_ZAXIS : Spin on the Z-axis.
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FR_XAXIS : Spin on the X-axis.
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FR_ACCDCC : Enable acceleration and de-acceleration.
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FR_FANPAIN : Will damage entities that collide when turned on.
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FR_NOTSOLID : Don't do collision testing against this entity.
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FR_SMALLRADIUS : Fan sound will have a small playback radius.
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FR_MRADIUS : Fan sound will have a medium playback radius.
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FR_LRADIUS : Fan sound will have a large playback radius.
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FR_TOGGLEDIR : Reverses direction when triggered.
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-------- NOTES --------
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Please include an origin brush so that a pivot point will be defined.
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-------- TRIVIA --------
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This entity was introduced in Half-Life (1998).
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*/
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#ifdef GS_DEVELOPER
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var int autocvar_dev_rotspeed = 0;
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#endif
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enumflags
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{
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FR_STARTON,
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FR_REVERSE,
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FR_ZAXIS,
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FR_XAXIS,
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FR_ACCDCC,
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FR_FANPAIN,
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FR_NOTSOLID,
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FR_SMALLRADIUS,
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FR_MRADIUS,
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FR_LRADIUS,
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FR_TOGGLEDIR
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};
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class
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func_rotating:NSRenderableEntity
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{
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vector m_vecMoveDir;
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float m_flSpeed;
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float m_flDamage;
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float m_flDir;
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public:
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void func_rotating(void);
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/* overrides */
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void SpawnKey(string,string);
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virtual void Respawn(void);
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virtual void Trigger(entity,int);
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virtual void Rotate(void);
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virtual void Blocked(entity);
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virtual void Touch(entity);
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virtual void SetMovementDirection(void);
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};
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void
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func_rotating::func_rotating(void)
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{
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m_vecMoveDir = [0.0f, 0.0f, 0.0f];
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m_flSpeed = 100;
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m_flDamage = 0.0f;
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m_flDir = 0.0f;
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}
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void
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func_rotating::Save(float handle)
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{
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super::Save(handle);
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SaveVector(handle, "m_vecMoveDir", m_vecMoveDir);
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SaveFloat(handle, "m_flSpeed", m_flSpeed);
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SaveFloat(handle, "m_flDamage", m_flDamage);
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SaveFloat(handle, "m_flDir", m_flDir);
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}
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void
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func_rotating::Restore(string strKey, string strValue)
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{
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switch (strKey) {
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case "m_vecMoveDir":
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m_vecMoveDir = ReadVector(strValue);
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break;
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case "m_flSpeed":
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m_flSpeed = ReadFloat(strValue);
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break;
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case "m_flDamage":
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m_flDamage = ReadFloat(strValue);
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break;
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case "m_flDir":
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m_flDir = ReadFloat(strValue);
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break;
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default:
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super::Restore(strKey, strValue);
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}
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}
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void
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func_rotating::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "speed":
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m_flSpeed = stof(strValue);
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break;
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case "dmg":
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m_flDamage = stof(strValue);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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func_rotating::Respawn(void)
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{
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#ifdef GS_DEVELOPER
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if (autocvar_dev_rotspeed != 0) {
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m_flSpeed = autocvar_dev_rotspeed;
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}
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#endif
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m_flDir = 0; /* Reset */
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SetModel(GetSpawnModel());
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SetMovetype(MOVETYPE_PUSH);
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SetSolid(HasSpawnFlags(FR_NOTSOLID) ? SOLID_NOT : SOLID_BSP);
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SetOrigin(GetSpawnOrigin());
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RestoreAngles();
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SetMovementDirection();
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ClearAngles();
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if (HasSpawnFlags(FR_STARTON)) {
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SetAngularVelocity(m_vecMoveDir * m_flSpeed);
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ScheduleThink(Rotate, 1.5f);
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}
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}
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/* TODO: Handle state */
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void
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func_rotating::Trigger(entity act, int state)
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{
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if (vlen(avelocity) > 0) {
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ClearVelocity();
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ReleaseThink();
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} else {
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float flSpeed;
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if (HasSpawnFlags(FR_TOGGLEDIR) && m_flDir) {
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flSpeed = m_flSpeed * -1;
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} else {
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flSpeed = m_flSpeed;
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}
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SetAngularVelocity(m_vecMoveDir * flSpeed);
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m_flDir = 1 - m_flDir;
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/* HACK HACK HACK! This is terrible, but the only way PUSH movetypes rotate */
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ScheduleThink(Rotate, 99999.0f);
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}
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}
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void
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func_rotating::Rotate(void)
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{
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SetNextThink(10.0f);
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}
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void
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func_rotating::Blocked(entity eBlocker)
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{
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if (vlen(avelocity) <= 0) {
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return;
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}
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if (other.takedamage == DAMAGE_YES) {
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/* this is to work around a Q1 BSP bug. don't attempt to damage our
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* target unless we're absolutely sure he's within the bounds of the entity */
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if (WithinBounds(other))
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Damage_Apply(other, this, m_flDamage, 0, DMG_CRUSH);
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}
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}
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void
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func_rotating::Touch(entity eToucher)
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{
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if (HasSpawnFlags(FR_FANPAIN)) {
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Blocked(eToucher);
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}
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}
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void
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func_rotating::SetMovementDirection(void)
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{
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if (HasSpawnFlags(FR_ZAXIS)) {
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m_vecMoveDir = [0,0,1];
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} else if (HasSpawnFlags(FR_XAXIS)) {
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m_vecMoveDir = [1,0,0];
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} else {
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m_vecMoveDir = [0,1,0];
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}
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if (HasSpawnFlags(FR_REVERSE)) {
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m_vecMoveDir *= -1;
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}
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}
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